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Though it seems like a no-brainer in retrospect, the best-selling
X-Men Legends was the first real attempt at giving gamers a more
RPG-like experience with popular comic book characters. Combining
the action heavy fight scenes and engaging story of the comics with
an RPG's slower progression, team-based fighting and level building,
developer Raven Software (with the backing of publisher Activision)
was able to capture the true essence of the X-Men unlike anyone
had before them. After their sequel, X-Men
Legends II: Rise of Apocalypse, was welcomed with open arms,
creating a portable version seemed inevitable.
The
task was handed to developer Vicarious Visions, who had little problem
creating a near perfect port. Bringing with it the same (and at
times better) graphics, gameplay, multiplayer options and online
play of its console siblings, the PSP
version also featured nine additional missions and four exclusive
characters (including a personal favorite of mine, Cable) to tempt
those who already owned the console versions. But the port wasn't
perfect, suffering from slowdown issues, long loading times and
some difficult to see areas. It also suffered from something out
of its hands - being only slightly different sequel. If there was
to be another sequel, the formula needed to be mixed up to be successful
again.
With
Marvel: Ultimate Alliance, the formula has not only been mixed up
- it's been rewritten from the ground up and mutated like some of
the X-Men's finest, in hopes of outdoing Raven and Vicarious Visions'
previous efforts. There is nothing returning from the previous games
without some sort of tweak or makeover; everything from graphics
to fighting to story interaction has all seen their share of changes
- for the better. And if all that isn't enough, the PSP port again
sees a host of exclusive extras. Need more in-depth recommendation
before you bite into my fresh, piping hot hype burger? Then step
this way!
Ultimate
Alliance opens with a phenomenal CGI video that puts every single
video in X-Men Legends to shame. Dr. Doom, now leading a super-villain
super group known as the Masters of Evil, is laying an attack down
on Nick Fury's S.H.I.E.L.D. helicarrier. Fury calls into action
Captain America, Thor, Wolverine and Spider-Man to take care of
Doom's robot army and protect the helicarrier. As Captain America
hands out orders to the group, and Wolverine tells him to shove
it and heads off to rip apart robots as he pleases, we are treated
to the stylish destruction left in the wake of professional super
heroes.
Though
I was never a fan of the former games' CGI videos, finding the characters
hokey and having almost no resemblance to their in-game selves,
Ultimate Alliance takes an extremely realistic look, as if they
were being designed for a movie and not a game. Check out the video
on the official Ultimate Alliance website - every inch of it screams
of a professional Hollywood production and only standing it next
to the real thing could the authenticity of these videos be challenged.
Close your mouth - it's not good for your keyboard to be covered
in drool.
Once
the video ends and the game begins, not unlike X-Men Legends, the
graphic engine completely changes. While Ultimate Alliance sports
improved character graphics over Legends II, they still share too
much in common to really be considered a huge upgrade - however,
the character models are based on the more realistic models in the
CGI videos and when put into the game they don't appear to lose
as much depth as the PS2
and Xbox
versions. Still, only the biggest of character specific details
are given depth, such as the spikes on Ghost Rider's jacket, Wolverine's
claws and Thing's forehead. The obvious reason for this is performance
over prettiness, as it helps to keep everything animated fluidly
and minimizes slowdown, which is important when taking down a screen
full of bad guys.
The
levels are looking great, featuring crisp, detailed textures and
nice mood-setting props, such as the rock slabs and broken pillars
in the Atlantis level. The whole game is enhanced for a 16x9 widescreen
aspect ratio - exclusive to the PSP (though a PSP game without that
makes little sense, but hey) - increasing your sight range and keeping
cheap, off-screen potshots to a minimum. It's hard to tell at this
point how much of an improvement the levels will look over Legends
II, but even if it stays roughly the same, that's hardly a complaint.
Before
you head off to fight the Masters of Evil, you have to pick a team
of super heroes to control. At the beginning of the game you can
choose between 20 superheroes - including 4 heroes exclusive to
the PSP version (whose identities remain undisclosed at this stage)
- hitting most of the perennial Marvel favorites such as Spider-Man,
Wolverine, Captain America, Human Torch, Ghost Rider, with even
more to be picked up as the game progresses. While you can play
constantly changing out your characters, a new universal team upgrade
system has been implemented to reward those who stick with the same
group of characters for most of the game. You create a team from
scratch, or recreate existing teams in the Marvel canon, then give
your team a name and logo. As you make your way through the game,
your team gains a reputation not only for what they do but how they
work together. The higher the rep, the better the bonuses provided.
Now
you are ready to take your team out into the world and beat the
teeth out of any and all baddies that cross your path. The story
itself will take you to over seventeen different locales ripped
straight from the pages of the comics, giving you the chance to
interact with over 140 different Marvel characters. You'll go underwater
to help Namor and the sunken city of Atlantis. On the home planet
of the alien Skrull, you'll fight the giant, world-eating Galactus.
Visit Murderworld, Arcade's vicious and violent madhouse, which
thankfully borrows no visual cues from the lame 16-bit version seen
in X-Men/Spider-Man: Arcade's Revenge.
Though
it is unknown at this time if these will up the total of locales,
there are also character-specific classic comic book battles, known
as Heroic Missions, that can be unlocked along the way. By finding
comic book icons hidden throughout the game, you will be able to
unlock and play through these missions, which are being labeled
on the official site as "legendary Marvel battles." Vicarious Visions
and Activision are keeping the exact details on these missions close
to their chests, but look here for more details on this awesome
extra as it is released. All I can say is any comic fan reading
this will have their brain working overtime to think of what battles
they would like to see relived digitally - I know mine is!
Story
progression no longer consists of your team running through each
level, completing objectives and moving on with no consequences,
as Ultimate Alliance forces you to face the consequences of the
choices you make; the missions you accept or pass on, the objectives
you complete or fail, the characters you welcome into your fold
or refuse - all of these will factor into how the story unfolds
and which of the multiple endings you receive. This would have been
harder to implement using the X-Men, as they are mostly an inclusive
and cohesive team, but when you tap into an entire comic book universe
for your game, there are too many different opinions and beliefs
held for everything to work out 'just right' every time. This is
a wonderful addition that will create a different experience each
time you play through, greatly increasing the replay value.
The
fighting system and character progression have also seen their share
of changes. Combat is the one thing that has seen the least changes
from X-Men Legends, but the addition of charge attacks (such as
being able to throw and control Captain America' shield!) and the
ability to attack while flying and underwater (hopefully this means
your characters won't die if they fall into water any more) should
add something to the tried and true action-RPG formula. Grappling
and destructible environments are also being touted as features,
but how they have changed from the previous games, other than being
able to pick up a big sword to chop up baddies, I have yet to see.
The
experience point and upgrading system have been completely ditched;
in its stead is a 'skin' system. Instead of earning points to spend
on upgrading skills or learning new ones along with upgrading stats,
you will unlock new skins, be they different looks or just different
costumes to equip. Each new skin is based upon costumes worn in
the past by each character and Raven is hoping to have each one
play differently, with different stat bonuses and skills. How many
skins will be available, as well as how many per character, are
still under consideration while balancing issues are worked out;
I can understand the problem, as not every one of the 20+ playable
characters has as many different skin/costume choices as characters
like Spider-Man and Wolverine.
If
the robust offline experience is just not enough then you can take
the experience online with up to three other players over either
AdHoc Wifi or Infrastructure. You can either play through cooperatively
from beginning to end, or you can challenge other players with a
competitive co-op mode, where you as you would in regular co-op,
except you are trying to earn more points than your competitors
by getting the most kills, doing the most damage and so on. Player
stats, taken from online games, can be viewed on a PSP-enabled community
website and by winning enough matches online you can even unlock
new skins!
X-Men
Legends II proved to be an excellent addition to any PSP owner's
gaming library, providing deep and satisfying single player and
multiplayer experiences. With Vicarious Visions taking Raven's reinvented,
Marvel-infused Legends formula down the same port route as before,
Marvel: Ultimate Alliance should have little problem living up to
expectations. November just can't come fast enough!
Previewed by Tony Peters for AceGamez (All Rights Reserved).
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